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ENTERTAINMENT<br />
Malta Business Review<br />
#1 That thing about the nerds<br />
The first picture that might come to your mind<br />
is probably a teenage boy who’s sitting in his<br />
parents’ basement. You would probably call<br />
that kid a ‘geek’ or a ‘nerd’ and most likely think<br />
he’s not someone who’s going to date the<br />
prom queen. And you could be right.<br />
Sure, the average eSports fan probably<br />
doesn’t live in the New York’s East Village,<br />
nor do they drink fancy matcha lattes after<br />
attending Vinyasa yoga class. They also don’t<br />
usually live in artsy lofts with a fixie bike in the<br />
hallway or a surfboard on the wall. In fact, it’s<br />
more likely they’re sitting in an engineering<br />
or computer science lecture, learning about<br />
macroeconomics or tutoring math.<br />
What makes me say that? It’s simple. The<br />
people who keep up with eSports very likely<br />
possess not only above-average English skills<br />
but also significant cognitive skills.<br />
If you don’t believe me, come and visit an ESL<br />
(Electronic Sports League) event and have a<br />
look for yourself. The complexity that hits you<br />
when commentators analyse strategies, plays<br />
and scenarios in double-time English is a pretty<br />
good demonstration of the brain capacity of<br />
eSports fans who live all over the world. ‘Dota<br />
2’, for example, one of the most popular games<br />
right now, is an amalgam of game theory, as in<br />
the movie A Beautiful Mind with Russell Crowe;<br />
and American-football moves coupled with the<br />
high speed of basketball. And all that wrapped<br />
in bangs, thuds and lots of blinking lights.<br />
So, let’s put it like this: eSports fans and players<br />
may not be your typical mood-board target<br />
group that live in urban lofts, but they aren’t<br />
the blaring, fireworks-lobbing beer lunatics<br />
that can be found in other types of sports.<br />
It’s most likely that a lot of them will become<br />
tomorrow’s programmers, aircraft specialists<br />
and mobility engineers. Yes, they are the ones<br />
who’ll go on to have the money.<br />
#2 That thing about the violence<br />
I hear this a lot: eSports and gaming is about<br />
bang-bang and violence and forms the perfect<br />
boot camp for future serial killers. When most<br />
people think about serious eSports they think<br />
about ‘Counter-Strike’, and, again, they are<br />
right. ‘Counter-Strike’ is huge.<br />
The current player base stands at a cool 10<br />
million. Per month, obviously! Sometimes,<br />
there are up to 850,000 gamers playing on<br />
the servers at the same time. During ESL One<br />
Cologne (like a world championship), there<br />
were 15 million unique viewers watching the<br />
streamed matches online — read that number<br />
one more time — and 47.9 million hours of<br />
‘Counter-Strike’ were watched on Twitch in<br />
January 2017 alone.<br />
Statistically they cannot all be maniacs and<br />
serial killers.<br />
‘Counter-Strike’ is among the four most<br />
popular eSports titles. That’s why prize pools<br />
"eSports is the sport<br />
and entertainment<br />
phenomenon of the new<br />
generation<br />
can easily reach into the millions of dollars<br />
— on top of an average player base salary of<br />
about between $65,000 and $100,000. Think<br />
about it. You don’t make these amounts of<br />
money through senseless aggression but<br />
rather technical versatility, reflexes and,<br />
most importantly, a high degree of tactical<br />
thinking, both individually and as a team.<br />
So it’s hardly surprising that the whole do-<br />
FPS-games-make-you-violent (that is, firstperson-shooter)<br />
discussion is limited to a few<br />
countries. Countries like Germany, where<br />
I live, for instance. In other countries huge<br />
brands such as Visa, Pepsi, Coca-Cola, Audi<br />
and Domino’s Pizza have been sponsoring<br />
‘CounterStrike’ teams and events for quite<br />
a while now, and NBA players and top DJs<br />
such as Steve Aoki are even buying their own<br />
teams. In comparison, the fact that some<br />
countries are still stuck thinking ‘Counter-<br />
Strike’ is for unstable personalities with low<br />
impulse control and high levels of aggression<br />
is somewhat embarrassing, to be honest.<br />
#3 That thing about ‘not being a sport’<br />
Some people may argue that eSports is not a<br />
normal sport. And they are correct; nothing is<br />
really normal in eSports. A global community<br />
that is digitally connected, exceptionally<br />
clever, gets its entertainment via streams,<br />
willingly pays for ‘in-game items’ (for example,<br />
little outfits for your character) and regularly<br />
breaks viewership records is anything but a<br />
normal sport. Because the fact remains that<br />
normal sports — apart from soccer and very<br />
few others — are having huge difficulties in<br />
many areas. Entire sports are taking place<br />
practically without any viewers, and organized<br />
sports entities are desperately looking for<br />
members. Meanwhile, the eSports kids just<br />
have to open up their browser or game client.<br />
Long story short: the entry barriers are a lot<br />
lower than they are in other sports.<br />
And what about the sweating? Shouldn’t<br />
sports be sweaty? Another one of those<br />
topics. . . Once you have seen how many<br />
actions the pros perform every single minute,<br />
how precisely they are handling their mouse<br />
and keyboard, you can hardly maintain that<br />
there isn’t a physical component to it. Then<br />
there’s the mental component as well — and<br />
let’s not forget that chess is a sport, too.<br />
The thing is: eSports can help itself to<br />
elements of traditional sports, picking up<br />
what works best. It can. But it doesn’t have to.<br />
And that’s what makes it so exciting. After all,<br />
in some ways eSports is still in its early stages<br />
and therefore still keen for co-shaping!<br />
Entertainment is what entertains<br />
Again, this is reality: we have heard peculiar<br />
stories about ‘World of Warcraft’ and<br />
struggling families in South Korea. We have<br />
seen the long lines of people buying games<br />
and going crazy about new consoles. And<br />
there is an entire genre on YouTube called<br />
‘Let’s Play Videos’. What is happening now is<br />
not only an evolution of gaming it’s a powerful<br />
transition that will bridge different parts of<br />
different entertainment industries. It will<br />
bridge sports with gaming, with streaming,<br />
with talent, with live, with online, with on-theground<br />
and with a global community.<br />
eSports is the sport and entertainment<br />
phenomenon of the new generation: it’s a<br />
digital-born sport with digital-born stars. And<br />
there is a much stronger feeling of ownership<br />
by the fans. They have helped build the<br />
eSports scene from the ground up themselves<br />
and thus feel strongly about it as ‘their’ scene.<br />
This means they are much more interested in<br />
what happens in the scene beyond individual<br />
teams or athletes than regular sports fans<br />
tend to be.<br />
While we all know those brands and<br />
industries that are desperately striving for<br />
digital transformation, eSports has managed<br />
to build its very own ecosystem. It’s all<br />
digital by nature — the games, the training<br />
sessions, the interaction with fans, the<br />
activation, the reach and the views. It is also<br />
a rather untapped space for many brands<br />
and potential sponsors that still offers the<br />
potential for genuine co-creation instead of<br />
plain, unimaginative logo placements. We<br />
may still lack a definition of entertainment,<br />
but we know that it needs to entertain. <strong>MBR</strong><br />
Creditline: Toan Nguyen<br />
www.maltabusinessreview.net<br />
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